← Back to history

Mar 0013

Early

Body Slam


power 100%
Early

Kicks


speed 100%
93 95

SUPERSTUD unleashes a lightning-fast flurry of kicks, targeting Dave the Merman's legs and midsection with blinding speed, each strike landing with precision as the crowd roars its approval while the heel desperately tries to cover up and retreat.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

Early

Forearm Strikes


brawl 90%

Your opponent's next move loses 15% Grapple and Speed.

93 90

Dave the Merman suddenly ducks beneath SUPERSTUD's collar-and-elbow attempt, using his quick hands to grab the tights for leverage as he rolls backward through the legs and flips SUPERSTUD over into a pin, drawing loud boos from the crowd who clearly saw the illegal assist.


Early

Crossbody


aerial 100%
aerial +15%
Added by Sunset Flip
Early

Punches


brawl 100%
107 100

Dave the Merman springs off the ropes with a high-flying crossbody, but there's nothing athletic about the follow-through as they drive their knee into SUPERSTUD's chest on impact, drawing loud boos from the crowd as the heel crashes down with malicious intent, leaving the beloved face gasping on the mat.


Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

116 109

Dave the Merman catches SUPERSTUD mid-charge, hoisting him overhead with raw power before falling backwards and launching the fan-favorite across the ring with a devastating fallaway slam. SUPERSTUD crashes hard into the canvas, the impact echoing through the arena as the crowd boos the heel's impressive display of strength that leaves the face clutching his back in pain.


Mid

Power Slam


power 125%
power -35%
Added by Spinning Heel Kick
power +50%
Added by Fallaway Slam
Mid

Headbutt


brawl 125%
130 125

Dave the Merman catches the charging SUPERSTUD mid-ring, hoisting them high overhead with a show of raw strength before driving them brutally into the canvas with a thunderous power slam that shakes the ring, drawing venomous boos as Dave the Merman flexes over the crumpled hero.


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

Mid

Spinning Backfist


brawl 75%
speed 50%

Your next move gains between +5% and +40% Brawl.

116 123

SUPERSTUD suddenly pivots and whips around with a lightning-quick spinning backfist that cracks across Dave the Merman's jaw, the sharp strike echoing through the arena as the crowd roars in approval. The cowardly heel stumbles backward, clutching their face, while SUPERSTUD stands ready, fists clenched.


Late

Shooting Star Press


aerial 130%

Your next move gains +45% Aerial.

Late

Discus Clothesline


brawl 130%

Your next move gains between +20% and +60% Brawl.

brawl +28%
Added by Spinning Backfist
121 158

SUPERSTUD spins with desperate fury, their arm extended like a battle-worn weapon, and connects with a thunderous discus clothesline that nearly decapitates Dave the Merman, sending the cowardly heel flipping inside-out to the canvas. The exhausted crowd erupts as SUPERSTUD stands over their fallen opponent, justice finally delivered through sheer grit and determination.


Late

Rolling Elbow


speed 125%

If your opponent has more Speed, this gains +50% Speed.

speed +15%
Added by Tiger Feint Kick
speed +50%
Added by Rolling Elbow
Late

Rolling Elbow


speed 125%

If your opponent has more Speed, this gains +50% Speed.

177 119

Dave the Merman ducks SUPERSTUD's exhausted swing and spins with blinding speed, cracking a vicious rolling elbow across SUPERSTUD's jaw that echoes throughout the arena as the crowd erupts in boos, dropping the fan favorite hard to the canvas.

Dave the Merman wrenches back on the Down to the Briny Depths, twisting SUPERSTUD's body at an unnatural angle as the crowd roars in protest. SUPERSTUD fights valiantly but finally taps out desperately, and Dave the Merman refuses to release the hold immediately, grinning wickedly as the referee frantically calls for the bell.

Winner Loser
5 3

How to Play

Welcome to Wrestling Legacy

Build your pro wrestling camp from the ground up. Recruit wrestlers, equip them with gear and moves, sign them to promotions, all in pursuit of becoming World Champion.

Your Lockerroom

The Lockerroom is your home base where you manage your roster and recruit new talent. You can recruit one wrestler per day and carry a maximum of 15 wrestlers at a time.

Each wrestler's career lasts up to 180 matches. When they retire, they free up a spot for the next prospect to join your team.

Managing Your Wrestlers

Your wrestlers won't grow on their own. As they gain experience and level up, you'll improve their abilities to prepare them for bigger matches and tougher opponents.

When you open a wrestler's page, you'll see the following tabs.

Stats

Each wrestler has two sets of stats: Styles and Personalities. These determine how well they execute moves in the ring. Every time they level up, you can improve these stats.

Gear

Gear determines how your wrestler looks. You can purchase new gear from the shop and equip it to any wrestler on your roster.

Moves

Each wrestler performs a set of moves during a match, and those moves rely on their physical stats to determine effectiveness. You must choose four early match moves, four mid match moves, and four late match moves for every wrestler.

History

The History tab shows every match the wrestler has competed in. You can click any entry to view the full match details.

Awards

Wrestlers can win championships while signed to a promotion. The Awards tab serves as their trophy room and tracks their accomplishments.

Joining a Promotion

Wrestlers need to sign with a promotion in order to compete. Each in-game month, promotions run events where wrestlers are matched up against one another.

Contract

If a wrestler isn't currently signed, the Contract tab becomes available. From there, you can sign them to a promotion, choose the length of the deal, and set their pay per match.

Championships

Every promotion has a major championship that represents the top prize in the company. Some promotions also feature midcard championships for lower-ranked wrestlers.

If a midcard champion rises within 12 ranks of the major champion, the midcard title is vacated and that wrestler immediately earns a major championship match.

Wrestling Matches

Matchups are announced one event in advance, so you can see your upcoming opponent and prepare before the match takes place.

Each match is made up of nine move exchanges between two wrestlers. For every exchange, one move from each wrestler is selected. The wrestler with the higher score wins that portion of the match.

Moves

Moves happen in three phases: early, mid, and late. While each wrestler equips four moves for each phase, only three per phase are actually used during a match.

Each move's score is calculated as a percentage of the relevant Style stats. Some moves also include additional effects that trigger under specific conditions.

Results

After a match, wrestlers are paid according to their contracts. The winner gains Starpower while the loser loses Starpower, and rankings are adjusted accordingly. Both wrestlers gain experience, and if they've earned enough, they level up.